Combat rules summary for Dragon Pass and Nomad Gods
This page attempts to summarise all the information you need during
the combat phase of Dragon Pass and Nomad Gods. It assumes
you know basically what you are doing, and is not much good if you don´t
have one of the games.
If that is the case, I recommend buying one of them, as they are lots
of fun (despite the impression this summary might give).
Modifiers
There are 6 types of modifier: terrain, fortification, river, ridge,
unit and leader. Each type is applied at a different time, as described
later.
| Physical Magic | Spirit Magic | Missile Fire | Mêlée |
| Terrain |
| Altar, dragonewt city,
ruin, temple, town | in | ×1½ | · | -2 | ×1½ |
| out | · | · |
| Forest | ×2 | · | -2 (D P),
-1 (N G) | ×1½ |
| Hill | · | · | -1 | ×1½ |
| Hill/forest | ×2 | · | -2 | ×2 |
| Hill/ruin | in | ×1½ | · | -2 | ×2 |
| out | · | ×1½ |
| Marsh | ×2 | · | -1 (D P),
-2 (N G) | ×1½ |
| Marsh/ruin | in | ×2 | · | -2 | ×2 |
| out | ×1½ |
| Mountain | · | · | -2 | ×2 |
| Mountain/ruin | in | ×2 | · | -2 | ×2 |
| out | · |
| Oasis* | · | · | -2 | · |
| Fortification |
| Fortress | in | ×2 | · | -4 | ×2 |
| out | · | · |
| Stockade | in | ×1½ | · | -2 | ×1½ |
| out | · | · |
| River |
| River, canal (not
privileged) | · | · | · | ×½ |
| Ridge |
| Ridge (if any defenders
are upslope; not privileged) | · | · | ×½ | ×½ |
| Unit |
| Target includes a
dragon | · | · | -3 | · |
| Target consists of
ducks, bison and minor units | · | · | -1 | · |
| Target includes a
giant or high llama | · | · | +1 | · |
| Leader |
| For each non-leader
non-treasure with CF > 0 | · | · | · | +LF |
| For each non-magical-leader with
0 < MgF < oo | · | +MgLF | · | · |
*An oasis is not a structure. The oases are Day´s Rest,
Biggle Stone, Cam´s Well, Pairing Stone, Agape, Moonbroth, the Paps.
The Combat Phase
- Attacker assigns bound spirits and physical agents.
- Attacker declares which stacks are in battles together.
- For each battle
- DECLARATION Attacker declares which
units will take part (those in fortifications need not).
Stacks are revealed.
- CHAOTIC MAGIC Simultaneously, attacker
uses the MgF totals of attacking and defending chaotic units
and selects the unit loss from each side. IMMUNE: herds, treasures, physical agents, units
with MgF = oo, all units if a dragon is among
them, units protected by a superhero, disembodied spirits if
against units with RF = X or attacking units with
RF = 0. A chaotic unit opposed by a dragon is
eliminated.
- PHYSICAL MAGIC For each stack in the
battle, depending on the nature of the attacking unit, either
- PHYSICAL AGENT The attacker
uses the CF total of attacking physical agents to roll
a d6 and selects the CF loss with terrain and
fortification mods for physical magic. IMMUNE: treasures, disembodied spirits,
dragons, units stacked with a dragon. Selected herds
stampede.
- ELEMENTAL DEMON Resolve
according to the rules for CHAOTIC
MAGIC, SPIRIT MAGIC and
MÊLÉE.
- SPIRIT MAGIC Simultaneously, attacker
uses the MgF total of attacking magicians with magical leader
mods to roll a d6 and selects defender´s MgF loss, and
defender uses the MgF total of defending reflecting units,
other than magicians providing magical support, with magical
leader mods (D S M) to roll a d6 and selects
attacker´s MgF loss. IMMUNE: units
with MgF = oo, units protected by a
superhero, units with MgF < 0 stacked with
a superhero, units with MgF < 0 unless all
other units have been eliminated, disrupted treasures, all
units if a dragon is among them. Selected herds stampede,
selected treasures are disrupted.
- MISSILE FIRE Defender declares which
skirmishers are firing on which attacking stack, and uses
SF with ridge mods to roll a d6 with
terrain, fortification and unit mods. Attacker selects
casualties. Attacker declares which skirmishers are firing
on which defending stack, and uses their SF with
ridge mods to roll a d6 with terrain, fortification and unit
mods. Defender selects casualties. IMMUNE: minor units except disembodied spirits in
the Dead Place. A selected disrupted herd stampedes.
- MÊLÉE
- Attacker rearranges stacks. Herds, disembodied spirits
and units from the 4th major down are not
involved.
- Attacker declares which units are withheld. Units
below a withheld unit are withheld.
- Defender may retreat (not into a ZOC) units which are
faster than all non-withheld attackers and then such
that a covering force is left: disembodied spirits
block MgF at 1:1, other units block CF at 6:1. At least
one intelligent unit must remain. Bound spirits and
privileged units may not retreat.
- Defender rearranges stacks. Herds, disembodied spirits
and units from the 4th major down are not
involved.
- Attacker uses the CF total of attacking units excluding
withheld and non-involved ones, with river, ridge and
leader mods to roll a d6 (with -1 in rain), and
- selects defender´s CF loss from the top of the stack
downwards, with fortification and, unless the attacker
has an unopposed superhero, terrain mods. Disembodied
spirits, herds and units with MF = 0 may be
bypassed. IMMUNE: uninvolved
units, disembodied spirits. Selected non-intelligent
units are captured.
- Defender uses the CF total of involved defending units,
doubled, then with river and leader mods to roll a d6,
and
- selects attacker´s CF loss from the top of the stack
downwards, with withheld units getting fortification
and, unless the defender has an unopposed superhero,
terrain mods. Disembodied spirits, herds and units with
MF = 0 may be bypassed. IMMUNE: uninvolved units, disembodied
spirits. Selected non-intelligent units are
captured.
- ADVANCE AFTER COMBAT Attacker may
advance non-disrupted units into vacated hexes, and units
with MF > 5 a further MP. All players may
rearrange any affected stack.
- Attacker assigns bound spirits for magical support.
Definitions
- bound spirit
- spirit, MF = X
- chaotic
- MgF < 0
- chaotic spirit
- chaotic, CF = X
- disembodied spirit
- spirit, CF = X
- elemental demon
- defined by extension
- herd
- CF contains h (D P) or t (N G)
- hero
- defined by extension
- intelligent
- not a herd or treasure
- leader
- CF contains !
- leadership factor (LF)
- number of !´s in CF
- magical leader
- MgF contains !
- magical leadership factor (MgLF)
- number of !´s in MgF
- magician
- RF > 2, RF not parenthesised
- major
- not minor
- minor
- treasure/CF = X/CF parenthesised
- missile factor (SF)
- number of *´s in CF
- physical agent
- MgF = X, RF underlined
- physical magician
- magician, RF underlined
- physical spirit
- spirit, CF not X
- privileged
- hero/stacked with a superhero
- reflecting
- MgF > 0, RF > 0, RF not parenthesised
- skirmisher
- CF contains *
- spirit
- MgF > 1, RF > 1, RF not parenthesised
- superhero
- defined by extension
- treasure
- CF contains T
- unopposed
- not opposed by another superhero
Acknowledgements
Dragon Pass is by
Robert Corbett and Greg Stafford; Nomad Gods is by Robert Corbett,
Greg Stafford and Stephen Martin. Dragon Pass, Nomad Gods
and ``Issaries, Inc´´ are the trademarks of Issaries, Inc, and are used with their
permission.
Jonathan Coxhead, 20 Aug 1998